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EngineWebGPUCreateInfo: updated documentation; updated release history
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Graphics/GraphicsEngine/interface/GraphicsTypes.h

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@@ -4116,19 +4116,27 @@ typedef struct EngineMtlCreateInfo EngineMtlCreateInfo;
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/// Attributes of the WebGPU-based engine implementation
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struct EngineWebGPUCreateInfo DILIGENT_DERIVE(EngineCreateInfo)
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///
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Uint32 QueueSignalPoolSize DEFAULT_INITIALIZER(32);
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/// Upload heap page size.
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///
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/// \remarks Upload heap is used to update resources with IDeviceContext::UpdateBuffer(),
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/// IDeviceContext::UpdateTexture(), or to map dynamic textures.
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Uint32 UploadHeapPageSize DEFAULT_INITIALIZER(8 << 20);
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/// The size of the dynamic heap (the buffer that is used to suballocate memory for dynamic resources).
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///
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/// \remarks The dynamic heap is used to allocate memory for dynamic
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/// resources. Each time a dynamic buffer or dynamic texture is mapped,
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/// the engine allocates a new chunk of memory from the dynamic heap.
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/// At the end of the frame, all dynamic memory allocated for the frame
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/// is recycled. Note that unlike Vulkan, the dynamic memory becomes available
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/// immediately for use in the next frame.
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Uint32 DynamicHeapSize DEFAULT_INITIALIZER(8 << 20);
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///
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/// Size of the memory chunk suballocated by immediate/deferred context from
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/// the global dynamic heap to perform lock-free dynamic suballocations.
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Uint32 DynamicHeapPageSize DEFAULT_INITIALIZER(256 << 10);
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///
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/// Query pool size for each query type.
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Uint32 QueryPoolSizes[QUERY_TYPE_NUM_TYPES]
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#if DILIGENT_CPP_INTERFACE
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{

ReleaseHistory.md

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## Current progress
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## v.2.5.6
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* Implemented WebGPU backend
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* Added `EngineWebGPUCreateInfo`
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* Added `IEngineFactoryWebGPU` interface
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* Added `RENDER_DEVICE_TYPE_WEBGPU`, `SHADER_SOURCE_LANGUAGE_WGSL`, `SHADER_VARIABLE_FLAG_UNFILTERABLE_FLOAT_TEXTURE_WEBGPU`,
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`SHADER_VARIABLE_FLAG_NON_FILTERING_SAMPLER_WEBGPU` enum values
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* Added `WEB_GPU_BINDING_TYPE` enum, `WebGPUResourceAttribs` struct, and
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`WebGPUResourceAttribs WebGPUAttribs` member to `PipelineResourceDesc` struct
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* Added WebGPU-specific interfaces (`IRenderDeviceWebGPU`, `IDeviceContextWebGPU`, etc.)
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* Enabled asynchronous shdare and pipeline state compilation (API255001)
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* Added `AsyncShaderCompilation` render device feature
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* Added `pAsyncShaderCompilationThreadPool` and `NumAsyncShaderCompilerThreads` members to `EngineCreateInfo` struct

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